Starting configuration for United States of America | At the start of your turn, roll a six-sided die.
If the die lands on 5 or 6,
choose any other player. For the remainder of your turn, you can use that
player’s special ability (except of course the starting configuration).
If the die lands on 3 or 4, roll again. If it lands on 1 or 2, you can “steal” the
ability of the player clockwise from you, as outlined above. If it lands on 3 or 4,
you can “steal” the ability of the player across from you. If it lands on 5 or 6,
you can “steal” the ability of the player counterclockwise from you. In all cases,
you may choose not to “steal” if you don’t want to.
If the die lands on 1 or 2, you have no power this turn.
You may not the abilities of a country with special units (i.e. Sparta or the
Carthagian Empire) or one that requires special setup (i.e. Guerillas or the
Soviet Union). If the second roll gives you one of these countries, you may roll
again. First appearance: 02/4/07 (0.5.1 release of rules). Tags: Meta power |